Difference between revisions of "Talk:Rituals (4E)"

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{{Info|Do not use the ritual header template on this page! Doing so causes the rituals on this page to be included in the automagic table.}}
 
{{Info|Do not use the ritual header template on this page! Doing so causes the rituals on this page to be included in the automagic table.}}
  
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== Arcane Power ==
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Notes about rituals in ''Arcane Power'' and on this wiki.
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=== Shrink ===
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'''Shrink''' (level 6) versus [[Shrink Item (4E)|Shrink Item]] (level 5): The official version has smaller size reduction and limited duration. --[[User:Urban|Urban]] 00:34, 3 May 2009 (CEST)
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=== Telepathic Bond ===
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'''Telepathic Bond''' (level 14) in ''Arcane Power'' appears to be the official version of [[Telepathic Bond (4E)|Telepathic Bond]] (level 12) and [[Telepathic Message (4E)|Telepathic Message]] (level 7) on this wiki. Interplanar telepathy is not mentioned in the official description, so it probably works. --[[User:Urban|Urban]] 00:34, 3 May 2009 (CEST)
  
 
== Casting time and duration ==
 
== Casting time and duration ==
The following is some thoughts I have and that were mentioned while painting. --[[User:TexaS|TexaS]] 23:33, 7 April 2009 (CEST)
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The following is some thoughts I have and that were mentioned while painting. --[[User:TexaS|TexaS]] 23:33, 7 April 2009 (CEST
  
 
Rituals use minutes and hours when all other time in the game has been made abstract.
 
Rituals use minutes and hours when all other time in the game has been made abstract.
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::Yes, that is probably the only way to handle it practically. I guess that most usual rituals would become "Casting time short rest, duration until next milestone or long rest." An hour would probably be more than an encounter but less than until next long rest. --[[User:TexaS|TexaS]] 22:42, 8 April 2009 (CEST)
 
::Yes, that is probably the only way to handle it practically. I guess that most usual rituals would become "Casting time short rest, duration until next milestone or long rest." An hour would probably be more than an encounter but less than until next long rest. --[[User:TexaS|TexaS]] 22:42, 8 April 2009 (CEST)
  
== Using Rituals ==
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===Obsolete Rituals===
=== Participants ===
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The [[Obsolete Rituals (4E)]] page contains rituals not likely to get any more attention or development, but which I still don't want to just delete
Many rituals mention participants. A participant is someone who tried to support the success of the ritual, whether successful or not.
 
  
=== Rituals and Resting ===
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== Rituals in Development ==
Rituals with a cast time of 10 minutes can be performed during a short rest.
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This section  describes [[rituals (4E)|rituals]] in development for use with {{4EDD}}.
 
 
=== Deception Rituals & Disbelief ===
 
The disbelief difficulty on deception rituals in the original rule varies too widely. With a good caster check supported by ritual assistants, disbelief is impossible even on an Insight roll of 20. This becomes especially important with illusions that cannot merely be ignored, such Hallucinatory Terrain, Sympathy, and Fairy Debt.
 
 
 
A proposed way to resolve this is that the Insight DC is 10 + the Arcana skill bonus of the caster, regardless of the ritual check result. In extreme cases, it is still impossible to disbelieve, but this comes up much more rarely.
 
 
 
=== Rituals as Skill Challenges ===
 
In certain cases, it might be necessary to perform a ritual in an action scene, usually because of time constraints or because the opposition interrupted the ritual casting. In such circumstances, one minute of cast time is equal to one success during a skill challenge. The key skill of the ritual is the primary skill of the skill challenge, and other skills can be used depending on the situation and type of ritual. The listed secondary skills generally work, in addition to any creative skill uses players can come up with.
 
 
 
The DC of these checks is 15 +2/3 level of the ritual. One character able to cast the ritual must always try and use the key skill each round. Record each such roll; the highest such attempt is used as the ritual check, with a +2 for each other character who contributed at least one success to the ritual.
 
 
 
If the ritual is performed in combat, there is no time limit. If it is performed out of combat, the usual three-round limit on skill challenges applies.
 
 
 
{|
 
|-
 
|valign="top" width="120px"|'''Key Skill'''||'''Secondary Skills'''
 
|-
 
||Arcana|||Bluff
 
|-
 
||Religion|||Diplomacy
 
|-
 
||Nature|||Athletics
 
|-
 
||Heal|||Endurance
 
|-
 
|valign="top"|'''Ritual Type'''||'''Secondary Skills'''
 
|-
 
||Binding|||Intimidation
 
|-
 
||Creation|||History
 
|-
 
||Deception|||Diplomacy
 
|-
 
||Divination|||Perception
 
|-
 
||Exploration|||Stealth
 
|-
 
||Restoration|||Insight
 
|-
 
||Scrying|||Dungeoneering
 
|-
 
||Travel|||Acrobatics
 
|-
 
||Warding|||Thievery
 
|}
 
 
 
== Acquiring Rituals ==
 
It is personal knowledge, not a ritual book, that enables you to cast a ritual. Some form of handbook or description is needed to actually cast the ritual, but the magic is in you, not in the prop. The market price of the ritual is the cost to learn it, generally in materials needed to practice with the ritual until you have mastered it, but it also includes tutor or book expenses.
 
 
 
You can only learn rituals if you have the Ritual Caster feat and is trained in the governing skill of the ritual.
 
 
 
=== Free Rituals ===
 
A character with the Ritual Casting feat (or class ability) gains one ritual at each level for free. This ritual must be of your level or lower. This represents research and understanding gained as a part of the advancement in power. You still need a ritual book or other ritual focus item to record these rituals in. A character that takes the Ritual Casting feat later than level 1 gets these rituals retroactively.
 
  
{{gray|This is meant to compensate for the personal nature of rituals; that they cannot be sold or shared under this system.}}
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<!-- Remove Magic-->
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<onlyinclude>
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{{4E ritual
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|name=Remove Magic
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|fluff=You negate lingering magic.
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|level=5
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|category=Exploration
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|time=10 minutes
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|duration=Instantaneous
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|componentcost=25 gp.
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|marketprice=300 gp.
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|keyskill=Arcana
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}}
  
=== Ritual Focus ===
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You remove the lingering effects of rituals or dispel the lingering effects of powers. The margin of success required depends on the casting time of the ritual or power. In addition, there is a penalty on the Arcana check equal to half the level of the effect.  
When you learn a ritual you also create a ritual focus. This is generally a ritual book, but can take other forms; fetiches, medicine bags, sculpture, sacred vestments and so on. The cost of such items is 4 sp per level of the ritual they are to contain. If you lose your ritual focus item, you can create a new one in the same time it takes to initially master the ritual.
 
  
=== Rituals as Loot ===
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This ritual cannot destroy traps, hazards, creatures, magic items, or artifacts, even if powers or rituals were used to create them. Nor does it affect rituals and powers of instantaneous duration.
Ritual books are no longer valid loot in most cases, being worth just the standard 50 gp each. However, another ritual casters ritual book (or other ritual focus item) can be used to reverse-engineer the ritual and learn it, which can be very valuable in the case of unusual or secret rituals. The cost to learn a ritual this way is the same as learning it from a friendly teacher or library.
 
  
=== Creating Rituals ===
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{{4E ritual table
Creating a new ritual from scratch is a long, hard, expensive process. It is generally best to see if one can be found somewhere in the world before endeavoring to research it from scratch. Developing high-level rituals is an especially daunting task.
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|keyskill=Arcana
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|resultheader=Maximum casting time that can be dispelled
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|result9=1 minute, powers
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|result10=10 minutes
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|result20=1 hour
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|result30=1 day
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|result40=More than 1 day
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}}
  
To make a new ritual you need to go trough the following steps.
 
 
* Design the ritual rules, making a complete writeup and have the GM agree to it.
 
* Research the ritual for one day per level of ritual, paying five times the market price.
 
* Make a roll using the key skill, with a difficulty of 10 + the level of the ritual.
 
** If this roll fails, it can be attempted again, at the cost of one week and the casting cost of the ritual in components.
 
* Once created, decide if you want to keep the ritual secret, or spread it and gain profit. If you choose the later, you earn back four times the Market Price of the ritual.
 
 
===Obsolete Rituals===
 
The [[Obsolete Rituals (4E)]] page contains rituals not likely to get any more attention or development, but which I still don't want to just delete
 
 
== Rituals in Development ==
 
This section  describes [[rituals (4E)|rituals]] in development for use with {{4EDD}}.
 
  
  

Latest revision as of 19:30, 20 November 2009

Template:Info

Arcane Power

Notes about rituals in Arcane Power and on this wiki.

Shrink

Shrink (level 6) versus Shrink Item (level 5): The official version has smaller size reduction and limited duration. --Urban 00:34, 3 May 2009 (CEST)

Telepathic Bond

Telepathic Bond (level 14) in Arcane Power appears to be the official version of Telepathic Bond (level 12) and Telepathic Message (level 7) on this wiki. Interplanar telepathy is not mentioned in the official description, so it probably works. --Urban 00:34, 3 May 2009 (CEST)

Casting time and duration

The following is some thoughts I have and that were mentioned while painting. --TexaS 23:33, 7 April 2009 (CEST

Rituals use minutes and hours when all other time in the game has been made abstract.

Casting time should be "Can be cast during short rest.", "Can be cast during long rest." or "Can be cast as a standard action." and so on.

Duration should be handled in much the same way. It should be encounter, until milestone, daily, until the party have a few days, for an adventure arc or permanent and so on.

If casting requires a long rest and duration is encounter perhaps there might be an activation that is quicker that makes sure you use it when you require it, not just for the first encounter.

Agrre on these points, but it is a lot of work to make it so. The best I can do is write guidelines for how they are used - like the rule that 10-minute rituals can be cast during a short break. Anything else would take a full rewrite. --Starfox 09:40, 8 April 2009 (CEST)
Yes, that is probably the only way to handle it practically. I guess that most usual rituals would become "Casting time short rest, duration until next milestone or long rest." An hour would probably be more than an encounter but less than until next long rest. --TexaS 22:42, 8 April 2009 (CEST)

Obsolete Rituals

The Obsolete Rituals (4E) page contains rituals not likely to get any more attention or development, but which I still don't want to just delete

Rituals in Development

This section describes rituals in development for use with 4th edition Dungeons & Dragons.


Remove Magic

You negate lingering magic.
Level: 5 Component Cost: 25 gp.
Category: Exploration Market Price: 300 gp.
Time: 10 minutes Key Skill: Arcana
Duration: Instantaneous

You remove the lingering effects of rituals or dispel the lingering effects of powers. The margin of success required depends on the casting time of the ritual or power. In addition, there is a penalty on the Arcana check equal to half the level of the effect.

This ritual cannot destroy traps, hazards, creatures, magic items, or artifacts, even if powers or rituals were used to create them. Nor does it affect rituals and powers of instantaneous duration.

Arcana Check Result Maximum casting time that can be dispelled
9 or lower 1 minute, powers
10-19 10 minutes
20-29 1 hour
30-39 1 day
40 or higher More than 1 day



Detect Thoughts

Totem Scout Circle

Totem Scout Circle

Project your spirits in the form of animals.
Level: 8 Component Cost: 150 gp.
Category: Exploration Market Price: 625 gp.
Time: 10 minutes Key Skill: Nature
Duration: Variable

This is the same as the Totem Scout ritual, except each participant in the ritual can posses an animal based on their totem.

Totem Scout

Totem Scout

You project your spirit in a totem animal.
Level: 6 Component Cost: 75 gp.
Category: Exploration Market Price: 325 gp.
Time: 10 minutes Key Skill: Nature
Duration: Variable

This is a Totem ritual.

You gain control of an animal of your totem species and can see trough its senses. This animal must start within a thousand squares (one mile) of you. If there is no animal of the correct species in range, the ritual fails. Sustaining the ritual is a standard action, and allows you to control the totem scout and perceive through its senses. There is no need for line of sight or line of effect.

The totem scout uses your attributes except as outlined below, but is a minion and cannot make attacks. It cannot speak, manipulate objects, open doors, or otherwise interact intelligently with creatures or objects. The ritual ends if the totem scout takes any damage. The size of the totem scout is the same as that of a natural animal of its type. The totem scout gains a special bonus depending on your totem.

Totem Benefit
Gatherer Totem Scout can manipulate objects and open doors
Grazer Ritual does not end when the totem scout is damaged; it can take as much damage as you can.
Hunter +4 speed
Pouncer +2 speed, +4 initiative
Prey +2 Speed, +5 Perception
Stalker +5 Stealth

The maximum range and duration of the ritual depends on the result of the Nature check.

Nature Check Result Duration Range
0-9 10 minutes 1,000 (1 mile)
10-19 1 hour 5,000 (5 miles)
20-29 2 hours 10,000 (10 miles)
30-39 4 hours 15,000 (15 miles)
40 or more 8 hours 20,000 (20 miles)

The totem scout is magically linked to you, even after it has been defeated, and counts as a personal possession for the purpose of targeting powers and rituals.